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Thinking Big - Torq's landgrab - choose a territory

Right. Here are the available sections. They are about 600 miles by 600 miles. Who would like to be the first to pick one and start the great big mapping ball rolling? I have also included a heightmap with the grid over it so that you can get an idea of the layout of your section from a height point of view.

Once a section is taken I will post updated versions of the grid showing the name of the mapper instead of a number. I have my eye on a few, but out of courtesy I thought I should hold back until a few are gone.

Right. Here are the available sections. They are about 600 miles by 600 miles. Who would like to be the first to pick one and start the great big mapping ball rolling? I have also included a heightmap with the grid over it so that you can get an idea of the layout of your section from a height point of view.

Once a section is taken I will post updated versions of the grid showing the name of the mapper instead of a number. I have my eye on a few, but out of courtesy I thought I should hold back until a few are gone.

Torq

They aren't 'quite' 600x600. Remeber, because of the 'flattening' of a sphere, the north/south distance is the same but the 'top' of the image 1350 miles east west, bottom is 2616 miles east west, so the top's total east/west is almost 50% of the same distance as on the bottom.

Ok then I had better take either 7 or 11 then or else we will be scattered. If Neon or Ravs want to expand into them then ill go with 18 (unless you want that one... I am easy). Torq you pick for me.

At this point do you guys think it would be better if this project had a top level 'board' with the sector numbers as threads in it ? We cant keep posting all in the same thread.

Oh and I think somebody ought to put a proper fantasy name to the "World of ThinkBig" and the continent of "Somenorthishplace".

Finally, if anyone wants to join me in a sector then please do - I never intended to map a sector alone. I can handle the terrain ok and the midrange regional stuff but theres villages to discover and populate...

Yeah I know but its a horribly hard problem to solve. I asked Su-Liam about this on another thread and the MeDem guys and myself have been working on it for ages and it can be mitigated to some extent but its very hard to completely eliminate. My instant islands program would not have done any better but if you build up the land in bits keeping water flow involved it will mostly fix it but its really heavy compute stuff.

For land locked lakes I just raise the land levels for those areas (fudge them in other words ) to eliminate the issue.

Either that or I 'fake out' the coast lines in areas to make them large inland areas. A real world example is the straights of gibraltar and the mediterainean and the Baltic Sea around Germany, Finland, Poland and area. But, yeah it is a problem with ALL Terrain simulations I have seen